Smite Evil (Su): Once per day, an Akodo champion of 2nd level or higher may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level. If the champion accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.

Aura of Courage: Beginning at 3rd level, an Akodo champion is immune to fear (magical or otherwise). Allies within 10 feet of the champion gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.

Great Leader: At 4th level, an Akodo champion's Leadership score is increased by 1. This bonus increases by 1 every three levels thereafter (to 2 at 7th level and 3 at 10th level). This bonus stacks with other bonuses to Leadership, including the Great Diplomat (Asako ancestor) feat.

Inspire Greatness (Su): An Akodo champion of 5th level or higher can inspire greatness in another creature, granting extra fighting capability. For every two levels the champion attains beyond 5th, he can inspire greatness in one additional creature. To inspire greatness, the Akodo champion must meet his ally's gaze, and the ally must be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as the Akodo champion continues participating in the same battle. The target gains the following boosts:

+2 Hit Dice (d10s that grant temporary hit points).

+2 competence bonus on attacks.

+1 competence bonus on Fortitude saves.

Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a mind-affecting ability.